Files
ashen-realms/apps/web/src/app/features/combat/combat-page/combat-page.component.spec.ts
Bastian Wagner 6c4b7d29d0 feat(combat): play the round a beat at a time with attack and hit frames
The server resolves a whole round in one call, so both blows used to land
at the same instant. The page now keeps its own view of the combat and
plays the round back: the swing animates, the monster's HP and log line
land, then after a beat the monster strikes and the player recoils.

Both animations are six-frame sprite sheets driven by steps(6), which is
why the phase durations mirror the stylesheet.

The status row reflows on the stage's own width via a container query —
the side rails can squeeze it narrow while the viewport is still wide,
which previously overlapped the round marker with the player's name. The
component-style budget moves to 12kB to fit this screen's stylesheet.
2026-08-19 22:46:17 +02:00

242 lines
9.1 KiB
TypeScript

import { signal } from '@angular/core';
import { TestBed } from '@angular/core/testing';
import { ActivatedRoute, convertToParamMap, Router, provideRouter } from '@angular/router';
import { vi } from 'vitest';
import type { Combat } from '../../../core/api/game-api.models';
import { CombatStore } from '../combat.store';
import { CombatPageComponent } from './combat-page.component';
const activeCombat: Combat = {
id: 'combat-1',
status: 'ACTIVE',
round: 2,
player: { name: 'Aric Duskwalker', maxHp: 100, currentHp: 95 },
monster: {
key: 'ash-rat',
name: 'Aschenratte',
level: 1,
maxHp: 45,
currentHp: 31,
artworkPath: '/images/monsters/ash-rat.png',
},
events: [
{ round: 1, sequence: 1, type: 'DAMAGE', source: 'PLAYER', target: 'MONSTER', amount: 14 },
{ round: 1, sequence: 2, type: 'DAMAGE', source: 'MONSTER', target: 'PLAYER', amount: 5 },
],
};
const monsterHitLine = 'Aschenratte trifft Aric Duskwalker für 5 Schaden.';
function countOccurrences(haystack: string | null, needle: string): number {
return haystack ? haystack.split(needle).length - 1 : 0;
}
describe('CombatPageComponent', () => {
let combatStore: {
combat: ReturnType<typeof signal<Combat | null>>;
loading: ReturnType<typeof signal<boolean>>;
actionPending: ReturnType<typeof signal<boolean>>;
error: ReturnType<typeof signal<string | null>>;
loadCombat: ReturnType<typeof vi.fn>;
attack: ReturnType<typeof vi.fn>;
};
let router: Router;
async function setup(combat: Combat | null) {
combatStore = {
combat: signal(combat),
loading: signal(false),
actionPending: signal(false),
error: signal<string | null>(null),
loadCombat: vi.fn(() => Promise.resolve()),
attack: vi.fn(() => Promise.resolve()),
};
await TestBed.configureTestingModule({
imports: [CombatPageComponent],
providers: [
provideRouter([]),
{ provide: CombatStore, useValue: combatStore },
{
provide: ActivatedRoute,
useValue: { snapshot: { paramMap: convertToParamMap({ combatId: 'combat-1' }) } },
},
],
}).compileComponents();
router = TestBed.inject(Router);
vi.spyOn(router, 'navigate').mockResolvedValue(true);
const fixture = TestBed.createComponent(CombatPageComponent);
fixture.detectChanges();
// The route load resolves on the microtask queue before the combat renders.
await fixture.whenStable();
fixture.detectChanges();
return fixture;
}
afterEach(() => {
vi.useRealTimers();
});
it('loads the combat from the route param on init', async () => {
await setup(activeCombat);
expect(combatStore.loadCombat).toHaveBeenCalledWith('combat-1');
});
it('shows the player, monster, HP bars, round, and the Angriff action', async () => {
const fixture = await setup(activeCombat);
const element = fixture.nativeElement as HTMLElement;
expect(element.textContent).toContain('Aric Duskwalker');
expect(element.textContent).toContain('95 / 100');
expect(element.textContent).toContain('Aschenratte');
expect(element.textContent).toContain('31 / 45');
expect(element.querySelector('[data-combat-round]')?.textContent).toContain('Runde 2');
expect(element.querySelector('[data-combat-attack]')).toBeTruthy();
});
it('renders the structured events as readable German combat-log entries', async () => {
const fixture = await setup(activeCombat);
const element = fixture.nativeElement as HTMLElement;
expect(element.textContent).toContain('Aric Duskwalker trifft Aschenratte für 14 Schaden.');
expect(element.textContent).toContain('Aschenratte trifft Aric Duskwalker für 5 Schaden.');
});
it('calls combatStore.attack() when Angriff is clicked', async () => {
const fixture = await setup(activeCombat);
const element = fixture.nativeElement as HTMLElement;
element.querySelector<HTMLButtonElement>('[data-combat-attack]')?.click();
expect(combatStore.attack).toHaveBeenCalledOnce();
});
it('plays the swing, reveals the monster damage, then the recoil a beat later', async () => {
const fixture = await setup(activeCombat);
const resolvedRound: Combat = {
...activeCombat,
round: 3,
player: { ...activeCombat.player, currentHp: 90 },
monster: { ...activeCombat.monster, currentHp: 17 },
events: [
...activeCombat.events,
{ round: 2, sequence: 3, type: 'DAMAGE', source: 'PLAYER', target: 'MONSTER', amount: 14 },
{ round: 2, sequence: 4, type: 'DAMAGE', source: 'MONSTER', target: 'PLAYER', amount: 5 },
],
};
combatStore.attack.mockImplementation(async () => {
combatStore.combat.set(resolvedRound);
});
vi.useFakeTimers();
const element = fixture.nativeElement as HTMLElement;
const sprite = element.querySelector('.sprite--player');
element.querySelector<HTMLButtonElement>('[data-combat-attack]')?.click();
fixture.detectChanges();
expect(sprite?.classList.contains('sprite--attacking')).toBe(true);
expect(element.textContent).toContain('31 / 45');
expect(element.textContent).toContain('95 / 100');
// Swing lands: the monster loses HP, the player's own loss is held back.
await vi.advanceTimersByTimeAsync(540);
fixture.detectChanges();
expect(sprite?.classList.contains('sprite--attacking')).toBe(false);
expect(element.textContent).toContain('17 / 45');
expect(element.textContent).toContain('95 / 100');
// Only round 1's identical line is logged so far, not round 2's.
expect(countOccurrences(element.textContent, monsterHitLine)).toBe(1);
// The monster strikes back after the beat.
await vi.advanceTimersByTimeAsync(260);
fixture.detectChanges();
expect(sprite?.classList.contains('sprite--hit')).toBe(true);
expect(element.textContent).toContain('90 / 100');
expect(countOccurrences(element.textContent, monsterHitLine)).toBe(2);
await vi.advanceTimersByTimeAsync(540);
fixture.detectChanges();
expect(sprite?.classList.contains('sprite--hit')).toBe(false);
});
it('skips the recoil when the round ends without the monster striking back', async () => {
const fixture = await setup(activeCombat);
const won: Combat = {
...activeCombat,
status: 'WON',
monster: { ...activeCombat.monster, currentHp: 0 },
events: [
...activeCombat.events,
{ round: 2, sequence: 3, type: 'DAMAGE', source: 'PLAYER', target: 'MONSTER', amount: 31 },
{ round: 2, sequence: 4, type: 'COMBAT_WON', source: 'PLAYER', target: 'MONSTER' },
],
};
combatStore.attack.mockImplementation(async () => {
combatStore.combat.set(won);
});
vi.useFakeTimers();
const element = fixture.nativeElement as HTMLElement;
element.querySelector<HTMLButtonElement>('[data-combat-attack]')?.click();
await vi.advanceTimersByTimeAsync(540);
fixture.detectChanges();
expect(element.querySelector('.sprite--player')?.classList.contains('sprite--hit')).toBe(false);
expect(element.querySelector('[data-combat-result="WON"]')).toBeTruthy();
expect(element.textContent).toContain('0 / 45');
});
it('disables Angriff while an action is pending', async () => {
const fixture = await setup(activeCombat);
combatStore.actionPending.set(true);
fixture.detectChanges();
const element = fixture.nativeElement as HTMLElement;
expect(element.querySelector<HTMLButtonElement>('[data-combat-attack]')?.disabled).toBe(true);
});
it('shows the victory state and hides Angriff when the combat is WON', async () => {
const fixture = await setup({ ...activeCombat, status: 'WON' });
const element = fixture.nativeElement as HTMLElement;
expect(element.querySelector('[data-combat-result="WON"]')).toBeTruthy();
expect(element.textContent).toContain('Sieg');
expect(element.querySelector('[data-combat-attack]')).toBeNull();
});
it('shows the defeat state and hides Angriff when the combat is LOST', async () => {
const fixture = await setup({ ...activeCombat, status: 'LOST' });
const element = fixture.nativeElement as HTMLElement;
expect(element.querySelector('[data-combat-result="LOST"]')).toBeTruthy();
expect(element.textContent).toContain('Niederlage');
expect(element.querySelector('[data-combat-attack]')).toBeNull();
});
it('navigates to /hunt from the victory screen', async () => {
const fixture = await setup({ ...activeCombat, status: 'WON' });
const element = fixture.nativeElement as HTMLElement;
element.querySelector<HTMLButtonElement>('[data-combat-to-hunt]')?.click();
expect(router.navigate).toHaveBeenCalledWith(['/hunt']);
});
it('shows an error and retries loading the combat', async () => {
const fixture = await setup(null);
combatStore.error.set('Dieser Kampf wurde nicht gefunden.');
fixture.detectChanges();
const element = fixture.nativeElement as HTMLElement;
expect(element.querySelector('[role="alert"]')?.textContent).toContain(
'Dieser Kampf wurde nicht gefunden.',
);
element.querySelector<HTMLButtonElement>('[data-combat-retry]')?.click();
expect(combatStore.loadCombat).toHaveBeenCalledTimes(2);
});
});